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by Drup
2987 days ago
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Well, the reason you gave are valid, but it also highly depends on the task at hand. You say AAA game engines are the most complex programs you can think of .... I raise you production-grade compilers, and those benefits enormously from complex type systems. Also, it's sometimes possible to use high-flying type trickeries in a local way that is not directly visible to the outside, but highly increase the safety inside a library. In all cases, Rust is probably the first language which both has a type system rich enough to start doing advanced type trickery and the capacity for fine-grained control over memory layout. I know they have a fairly vibrant gamedev community but I don't know the details. Do they use all the fancy things such as phantom types, complex traits, and all that? |
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